Importing an exported FBX back into UE4

I exported the default HeroTPP to FBX. Then someone created an animation in Maya and exported it back to FBX. When I try to import it again I get this error:

FBXImport:Error: Error Error, Could not import HeroTPP. Duplicate bone
name found (‘HeroTPP’). Each bone must
have a unique name. FBXImport:Error:
Error Multiple roots found
FBXImport:Error: Error Import failed.

I opened Blender and renamed the “Root” to “Root2”

31052-step1.png

The error changed and now I get this error instead:

FBXImport:Error: Error Multiple roots are found in the bone hierarchy. We only support single root bone.
FBXImport:Error: Error Multiple roots found
FBXImport:Error: Error Import failed.

I don’t know much about 3D modelling. But I see 3 roots in the animation tab… Is there one too many? And if so, how do I change it?

31053-step2.png

Also here are my import settings in case I did something wrong here. But I also tried it in a blank project with different settings and all gave me the same error:

31054-import+settings.png

That indeed solves all the errors/warnings. Thanks for the clear screenshots. Is UE4.6.1 not compatible with FBX 7.1?

The -90 for the roll fixes the mesh rotation. But the animations are still rotated wrongly after the import. In fact, if I use a roll-value of zero, then the mesh is rotated wrongly but the animations are correct. It seems that this way of exporting rotates the roll of the mesh by 90 degrees, but not the animations.

So either the animations OR the mesh always has a bad rotation after import using this method :confused:

Good news, I was totally wrong, 7.4 does work perfect, it’s the socket and foot bones not part of the skeleton hierarchy causing issues, either remove or attache to main skeleton, both work.

Try this:

  1. Export from Unreal 4,
  2. Import to blender with Automatic bone Orientation checked.
  3. Either remove the 2 loose IK-bone chains, or parent them to the main skeleton
  4. export using 7.4, scale 100, forward -Y,up Z, smooth edge, uncheck leaf bones,
  5. import standard into Unreal, copy blue print from existing character, tested 5 times, works correctly.

something like this, or delete them and their children, whichever works for you needs.(light green is the root bone for unlinked IK hierarchies small one between feet, and the massive upright bone)

31373-bones2.jpg

You should add this as a comment to your previous answer; This helps keep the AnswerHub clean and as this answer is a continuation of your previous post; It would fit better as a comment to your answer;

Thanks!

The above works with the standard animations, but…
when you animate the character in blender, bone orientation gets mixed up, model and skeletion are fine, but when you jump into the animation screen, bones don’t point correctly, easy fix,

  1. In Skeleton Tree check show re-targeting options, and change effected bones to skeleton.

hopefully this will give you a working model that uses both standard animation and created, my test is working now :slight_smile:
[example][2]

Hi,

but the root bone is lost and when i try to retarget animation this not work.
You know how to do that?